I'm sure this question has been asked a lot before, but I kind of think I have a somewhat different question.

I'm looking for a tutorial or book on OpenGL 3.0 or higher. I've found arcsynthesis's tutorial, and some others, but I'm not sure I've found the right one for me.

Most of them simply spew some code at you, without letting you know where to put it (I know, I should be able to figure that out myself when I want to learn something like OpenGL, but SOME help would be nice, so I can try out the examples and not just feel like I'm learning the theory behind OpenGL). Others mix the older versions and newer versions of OpenGL, which is terribly confusing.

What I would want to be able to do after reading a few books and experimenting is this:
Create a 3D scene with a heightmap-based terrain and some blocks. I'd also like to have lighting and some shadows. Maybe even create a simple editor to create nice scenes in.

I study Computer Science so I know some Linear Algebra and Analysis.

So, with that information, which book or tutorial could suit my needs?

Part of being a Computer Scientist is to put the pieces together for yourself.

Most of them simply spew some code at you, without letting you know where to put it

Then you should read the intro to arcsynthesis instead of just jumping into it. It does link to where the full code library is at and which tools you need to compile it. And beside just teaching you how to code OpenGL the tutorial will explain a lot of concepts as well...

I'm sorry if this comes of in an angry tone, but being a Computer Scientist you ought to know how to gather information on your own given some resources like this.

I have been coding in different languages and on different platforms while doing my CS degree. And I most say that arcsynthesis is some of the best material I have stumbled upon in terms of teaching you how shit works and thoroughness

Mostly it's stuff our professors wrote and it does cost quite a bit (usually around 200 dollars). I'm not saying arcsynthesis is bad though, I'm just saying that it's a bit overwhelming for beginning graphics programmers. But that might just be inherent to OpenGL tutorials, I don't know.

Not saying this in a rude way, though it'll sound like that. In the real world you rarely work with something that's well established and widely used enough to have bite-sized tutorials for it. You need to get in the habit of quickly learning new technologies with minimal help. That's the difference between school and reality.

It sounds like you want something that focuses more on rendering theory/math instead of a lesson on how to use OpenGL to implement the theory. My favorite theory book is Real Time Rendering which covers a ton of stuff from matrices/vectors through to texturing, global illumination and more. To familiarize yourself with the OpenGL API I'd recommend the Red book. The 8th edition covers OpenGL 4.3 which adds some cool new stuff like compute shaders.

Create a 3D scene with a heightmap-based terrain and some blocks. I'd also like to have lighting and some shadows. Maybe even create a simple editor to create nice scenes in.

This will probably take you a while to get running. Start simple so you don't get overwhelmed.